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ChangeLog
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ChangeLog
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V1.2 ALPHA |
-------------
- Now an ENGLISH DOCUMENTATION is available
- Now the library can be compiled either in C or C++
- The library is combinable with OSLib (uncomment #define AMG_COMPAT_OSLIB in AMG_Config.h and recompile to let it work)
- Fixed AMG_EnableTexture() function, it caused glitches when using animated textures
- Added functions AMG_ChangeTexturePixel() and AMG_GetTexturePixel(), to modify texture data
- Now shadows can be drawn in any kind of plane (function AMG_PlaneEquation() added), example improved
- Minor bugs fixed
- Added AMG_MessageBox() function, to send PSP-style message boxes
- Added paremeters to AMG_Init3D() function: AMG_DOUBLEBUFFER & AMG_SCREEN_DIMENSIONS
- Added AMG_Light::Component parameter, to set which light components will be used
- Removed Skybox functions, due to its huge bug amount, so camera has been improved
- Added AMG.TextureQuality global variable, to set which texture format to use when loading
- Added AMG.DebugMode global variable, which can be set to AMG_ERRORMSG (a message) or AMG_ERRORCODE (the errorcode in AMG_ErrorCode)
- Now global variables are packed into AMG struct, e.g. AMG_TextureDest = AMG.TextureDest etc.
- Now you can load JPG files as textures
- Now you can enable/disable antialiasing with AMG_SetAntialias()
- Updated BULLET to 2.82
- Optimized VFPU usage, PSPGUM library isn't used anymore. Some functions were imported from PSPMATH library
- Added variable AMG.WaitVblank, to wait or not to Vertical Blank
- Corrected AMG_Printf() function, now it supports '\n'
- Added AMG_Config3D() function, to change display list size, and rendering method.
- Now it's used LodePNG instead of LibPNG, to avoid compatability problems.
- Now heightmaps are supported (only drawing and texturing, no physics yet).
- Cel-Shading improved (you can change the lightmap by calling AMG_SetLightmap())
- Convex Hulls supported, in BULLET physics engine (use low-poly models, otherwise it'll lag)
- Improved AMG_RenderMirrorObject() function, letting you to render mirrored-objects in every axis
- Added variable AMG.DrawnVertices, to let you know how many vertices have been drawn
- Added function AMG_DrawSpriteCache(), to draw a sprite using texture-cache (no rotation/scaling)
- Changed parameters in AMG_LoadTexture(), AMG_CreateTexture(), AMG_LoadMP3(), AMG_InitCamera() and AMG_LoadModel() functions
- Improved stability in shared VRAM
- Added more examples
- Improved model loader: Now each object can have multiple materials
- Added global variable AMG.TextureSwizzle, which decides to swizzle or not textures when loading
------------
V1.1 FINAL |
-------------
- Minor bugs in 3D models and SkyBoxes are now fixed (thanks to Mills for telling me)
- Added SpotLight support
- Fixed a bug which unabled the library to use Alpha-Blending with Lighting
- Added AMG_Object::Lighting field, to set wether an object is affected by lighting or not
- Added AMG_SetTextureMapping() function, to create Environment Maps
- Added AMG_SetObjectMultiTexture() function, to do Multitexture on 3D Objects (Proof of Concept)
- Camera has been improved. AMG_RenderSkybox() function needed to be changed, though.
- Added global variable: "AMG_TextureDest", where you specify where are the model textures loaded
(AMG_TEX_RAM o AMG_TEX_VRAM)
- Examples have been changed slightly
- Added functions AMG_ObjectConfPhysics(), to simplify the object configuration on the physics engine,
AMG_SetObjectLinearVelocity(), and AMG_RayTracingTest(), to simulate lineas which collide with 3D Objects
- Physics engine has been improved: Now it supports spheres, cones and cylinders. You can define an origin point from
an object, so every object doesn't have to be in point (0, 0, 0) to let physics and rotations to work. Variables
AMG_Object::Collision and AMG_Object::CollideWith have been added (to know collision information of the object, which
object collides with...). The value which CollideWith holds is the AMG_Object::bullet_id of the collided object
- RAM and VRAM management has been optimized
- Rotation and scale has been added for 2D sprites (variables AMG_Texture::Rot, AMG_Texture::ScaleX and AMG_Texture::ScaleY),
and you can invert the Y axis in an image (function AMG_MirrorTextureY)
- Now 2D Sprites caan have any resolution (154x97, 208x21 etc)
- 3D model loading has been improved (a material can be used for multiple objects, alpha-blending is now supported)
- Removed AMG_EnableBlend() and AMG_DisableBlend() functions, as it'll be always activated
- Now you can handle Savedata, you can modify all of its components in AMG_Savedata structure
- You can render to a texture, using AMG_EnableRenderToTexture() and AMG_DisableRenderToTexture()
- Now you can create empty textures with AMG_CreateTexture()
- Added little audio engine, you can play MP3 in streaming at maximum speed, using MultiThreading
- Added variables AMG_ScreenWidth and AMG_ScreenHeight to change screen resolution (useful if connecting PSP to TV)
- Added a Render To Texture example, with various 3D scenes (thanks to Mills for the models)